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Developing a Virtual Reality Educational Tool to Stimulate Emotions for Learning: Focus Group Study

BACKGROUND: By watching 360° videos in virtual reality headsets, students may experience being immersed in the portrayed situation. There is a paucity of empirical studies on the application of immersive 360° videos watched in virtual reality headsets for students in health care and social work educ...

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Autores principales: Lie, Silje Stangeland, Røykenes, Kari, Sæheim, Aleksandra, Groven, Karen Synne
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications 2023
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10131669/
https://www.ncbi.nlm.nih.gov/pubmed/36939819
http://dx.doi.org/10.2196/41829
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author Lie, Silje Stangeland
Røykenes, Kari
Sæheim, Aleksandra
Groven, Karen Synne
author_facet Lie, Silje Stangeland
Røykenes, Kari
Sæheim, Aleksandra
Groven, Karen Synne
author_sort Lie, Silje Stangeland
collection PubMed
description BACKGROUND: By watching 360° videos in virtual reality headsets, students may experience being immersed in the portrayed situation. There is a paucity of empirical studies on the application of immersive 360° videos watched in virtual reality headsets for students in health care and social work education and the pedagogical theory guiding the development of such educational tools. This led to our interest in exploring how a virtual reality educational tool involving 360° videos can stimulate emotions and how this can be used as a pedagogical tool in these educational programs. OBJECTIVE: The aim of this study was to explore the experiences of faculty members and students regarding a prototype 360° video watched in virtual reality headsets during the development phase of an educational project. We addressed the following research questions: How does the virtual reality prototype stimulate emotions? How can virtual reality be used in higher education for health care and social work students? METHODS: We used a qualitative design and collected data through focus group interviews with project participants. The data were analyzed using qualitative content analysis. RESULTS: Our analysis identified 2 main themes in participants’ experiences with the virtual reality prototype. The first theme highlights that when participants experienced watching the 360° video in a virtual reality headset, it stimulated their emotions as an authentic professional experience would. The second theme, contextualization of virtual reality, highlights participants’ perceptions of how the virtual reality experience should be incorporated into a safe educational context. CONCLUSIONS: Our findings suggest that 360° videos with human actors who use eye contact with the camera can trigger emotions in the viewer and therefore serve as a pedagogic tool that can create authentic professional experiences for students. The participants expressed the view that the virtual reality educational tool could be used to prepare students for real-life practice in health care and social work. However, they underlined that 360° videos in virtual reality need to be contextualized in educational programs to create a safe environment for learning and to ensure follow-up on the emotions such experiences can trigger in students. Our results highlight the perceived importance of allowing students to reflect on the virtual reality experience in a safe setting and of follow-up by faculty members. In-person follow-up with students can be resource intensive for programs with large numbers of students and makes it challenging to offer repeated training, something that has been identified as one of the benefits of virtual reality.
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spelling pubmed-101316692023-04-27 Developing a Virtual Reality Educational Tool to Stimulate Emotions for Learning: Focus Group Study Lie, Silje Stangeland Røykenes, Kari Sæheim, Aleksandra Groven, Karen Synne JMIR Form Res Original Paper BACKGROUND: By watching 360° videos in virtual reality headsets, students may experience being immersed in the portrayed situation. There is a paucity of empirical studies on the application of immersive 360° videos watched in virtual reality headsets for students in health care and social work education and the pedagogical theory guiding the development of such educational tools. This led to our interest in exploring how a virtual reality educational tool involving 360° videos can stimulate emotions and how this can be used as a pedagogical tool in these educational programs. OBJECTIVE: The aim of this study was to explore the experiences of faculty members and students regarding a prototype 360° video watched in virtual reality headsets during the development phase of an educational project. We addressed the following research questions: How does the virtual reality prototype stimulate emotions? How can virtual reality be used in higher education for health care and social work students? METHODS: We used a qualitative design and collected data through focus group interviews with project participants. The data were analyzed using qualitative content analysis. RESULTS: Our analysis identified 2 main themes in participants’ experiences with the virtual reality prototype. The first theme highlights that when participants experienced watching the 360° video in a virtual reality headset, it stimulated their emotions as an authentic professional experience would. The second theme, contextualization of virtual reality, highlights participants’ perceptions of how the virtual reality experience should be incorporated into a safe educational context. CONCLUSIONS: Our findings suggest that 360° videos with human actors who use eye contact with the camera can trigger emotions in the viewer and therefore serve as a pedagogic tool that can create authentic professional experiences for students. The participants expressed the view that the virtual reality educational tool could be used to prepare students for real-life practice in health care and social work. However, they underlined that 360° videos in virtual reality need to be contextualized in educational programs to create a safe environment for learning and to ensure follow-up on the emotions such experiences can trigger in students. Our results highlight the perceived importance of allowing students to reflect on the virtual reality experience in a safe setting and of follow-up by faculty members. In-person follow-up with students can be resource intensive for programs with large numbers of students and makes it challenging to offer repeated training, something that has been identified as one of the benefits of virtual reality. JMIR Publications 2023-03-20 /pmc/articles/PMC10131669/ /pubmed/36939819 http://dx.doi.org/10.2196/41829 Text en ©Silje Stangeland Lie, Kari Røykenes, Aleksandra Sæheim, Karen Synne Groven. Originally published in JMIR Formative Research (https://formative.jmir.org), 20.03.2023. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Formative Research, is properly cited. The complete bibliographic information, a link to the original publication on https://formative.jmir.org, as well as this copyright and license information must be included.
spellingShingle Original Paper
Lie, Silje Stangeland
Røykenes, Kari
Sæheim, Aleksandra
Groven, Karen Synne
Developing a Virtual Reality Educational Tool to Stimulate Emotions for Learning: Focus Group Study
title Developing a Virtual Reality Educational Tool to Stimulate Emotions for Learning: Focus Group Study
title_full Developing a Virtual Reality Educational Tool to Stimulate Emotions for Learning: Focus Group Study
title_fullStr Developing a Virtual Reality Educational Tool to Stimulate Emotions for Learning: Focus Group Study
title_full_unstemmed Developing a Virtual Reality Educational Tool to Stimulate Emotions for Learning: Focus Group Study
title_short Developing a Virtual Reality Educational Tool to Stimulate Emotions for Learning: Focus Group Study
title_sort developing a virtual reality educational tool to stimulate emotions for learning: focus group study
topic Original Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10131669/
https://www.ncbi.nlm.nih.gov/pubmed/36939819
http://dx.doi.org/10.2196/41829
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